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https://github.com/cyberarm/i-mic-fps.git
synced 2025-12-16 08:02:36 +00:00
Wireframes! Player now has a name tag.
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@@ -8,6 +8,74 @@ class IMICFPS
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@speed = 0.05
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@speed = 0.05
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@old_speed = @speed
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@old_speed = @speed
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@first_person_view = true
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@devisor = 500.0
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@name_image = Gosu::Image.from_text("Player", 100, font: "Consolas", align: :center)
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# @name_image.save("temp.png")
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p @name_image.width/@devisor
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p @name_image.height/@devisor
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@name_tex = @name_image.gl_tex_info
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array_of_pixels = @name_image.to_blob
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tex_names_buf = ' ' * 8
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glGenTextures(1, tex_names_buf)
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@name_texture_id = tex_names_buf.unpack('L2').first
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @name_image.width, @name_image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, array_of_pixels)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
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glGenerateMipmap(GL_TEXTURE_2D)
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end
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def draw_nameplate
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_height = (@name_image.height/@devisor)
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_width = (@name_image.width/@devisor)/2
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_x = @x
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_y = normalize_bounding_box(model.bounding_box).max_y+0.05
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glDisable(GL_LIGHTING)
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glEnable(GL_COLOR_MATERIAL)
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glEnable(GL_TEXTURE_2D)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND)
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glBindTexture(GL_TEXTURE_2D, @name_texture_id)
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glBegin(GL_TRIANGLES)
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# glColor3f(0.0,0.0,0.0)
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# TOP LEFT
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glTexCoord2f(0, 0)
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glVertex3f(_x-_width,_y+_height,@z)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(_x+_width, _y+_height,@z)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(_x-_width,_y,@z)
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# BOTTOM LEFT
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glTexCoord2f(0, 1)
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glVertex3f(_x-_width,_y,@z)
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# BOTTOM RIGHT
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glTexCoord2f(1, 1)
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glVertex3f(_x+_width, _y,@z)
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# TOP RIGHT
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glTexCoord2f(1, 0)
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glVertex3f(_x+_width,_y+_height,@z)
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glEnd
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# glDisable(GL_BLEND)
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glDisable(GL_TEXTURE_2D)
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glEnable(GL_LIGHTING)
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end
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def draw
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draw_nameplate
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super
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end
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end
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def update
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def update
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@@ -54,5 +122,16 @@ class IMICFPS
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# x_offset = distance * Math.cos(@bound_model.y_rotation)
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# x_offset = distance * Math.cos(@bound_model.y_rotation)
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# z_offset = distance * Math.sin(@bound_model.y_rotation)
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# z_offset = distance * Math.sin(@bound_model.y_rotation)
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end
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end
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def button_up(id)
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case id
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when Gosu::KbX
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@y_rotation = @y_rotation+180
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@y_rotation %= 360
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when Gosu::KbF
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@first_person_view = !@first_person_view
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puts "First Person? #{@first_person_view}"
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end
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end
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end
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end
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end
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end
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@@ -15,7 +15,7 @@ class IMICFPS
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def set_texture(texture_path)
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def set_texture(texture_path)
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puts "#{name} texture #{texture_path}"
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puts "#{name} texture #{texture_path}"
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@texture = Gosu::Image.new(texture_path, retro: true)
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@texture = Gosu::Image.new(texture_path, retro: false)
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array_of_pixels = @texture.to_blob
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array_of_pixels = @texture.to_blob
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tex_names_buf = ' ' * 8
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tex_names_buf = ' ' * 8
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@@ -72,7 +72,13 @@ class IMICFPS
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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if $debug
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
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else
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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end
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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